Lights Affecting Specific Materials

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d.welshhons
Posts: 24
Joined: Wed Jan 20, 2010 12:08 pm

Am I wrong in thinking that because you can link things in the graph editor that it will be similar to having layers [like in Blender], where you can assign lights to affect specific portions of a mesh material without affecting other materials on that object [or other objects in the scene] and it will display in the final render? And perhaps layered texturing would be possible as well by tying multiple texture nodes together?
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

Yeah, the nodegraph was developed as a basis to built similar functionality ontop.
We plan to make this system very comprehensive.

Radiance
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d.welshhons
Posts: 24
Joined: Wed Jan 20, 2010 12:08 pm

Very...very nice. :D
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gristle
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Off topic a bit...
With the mesh node inputs, how will each one be identified in the graph editor?
Maybe with a rollover, with the material name popping up?

Just thinking it will get tedious with meshes with several materials.
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d.welshhons
Posts: 24
Joined: Wed Jan 20, 2010 12:08 pm

gristle wrote:Off topic a bit...
With the mesh node inputs, how will each one be identified in the graph editor?
Maybe with a rollover, with the material name popping up?

Just thinking it will get tedious with meshes with several materials.

Maybe...but you can always use the materials selector on the top menu to select the material on the mesh that you want to edit and that material will be the only one that populates in the right side attributes window. I use Daz Studio a lot and it has the surface selection tool which is almost the same so I am really liking that Octane has a similar feature.
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gristle
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I was refering to the mesh material inputs in the node/graph editor (little triangles).
Maybe the input of the currently picked material should highlight.

I'm just looking forward here; there has been mention of complex materials being built using nodes and I'm wondering how it will be handled.

If you have a mesh with 10 or more materials, it is going to be tedious counting down the list to find the relevant mesh material input.
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radiance
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Joined: Wed Oct 21, 2009 2:33 pm

gristle wrote:I was refering to the mesh material inputs in the node/graph editor (little triangles).
Maybe the input of the currently picked material should highlight.

I'm just looking forward here; there has been mention of complex materials being built using nodes and I'm wondering how it will be handled.

If you have a mesh with 10 or more materials, it is going to be tedious counting down the list to find the relevant mesh material input.
hi,

i'm working on a solution for this.
all in time :)

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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